vec2 & rect code cleanup

This commit is contained in:
Noel Berry
2021-02-21 16:30:21 -08:00
parent 118af7d3b4
commit f8741e27e2
7 changed files with 337 additions and 69 deletions

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@ -45,6 +45,7 @@
#include "blah/math/rectI.h"
#include "blah/math/stopwatch.h"
#include "blah/math/vec2.h"
#include "blah/math/vec3.h"
#include "blah/math/vec4.h"
#include "blah/streams/bufferstream.h"

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@ -1,7 +1,7 @@
#pragma once
// error / abort
#ifdef DEBUG
#if defined(DEBUG) || defined(_DEBUG)
#include <stdlib.h>
#define BLAH_ERROR(message) \

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@ -17,12 +17,12 @@ namespace Blah
RectI(int rx, int ry, int rw, int rh);
RectI(Point pos, Point size);
int left() const { return x; }
int right() const { return x + w; }
int top() const { return y; }
int bottom() const { return y + h; }
int centerX() const { return x + w / 2; }
int centerY() const { return y + h / 2; }
int left() const;
int right() const;
int top() const;
int bottom() const;
int center_x() const;
int center_y() const;
Point center() const;
Point top_left() const;
@ -30,14 +30,7 @@ namespace Blah
Point bottom_left() const;
Point bottom_right() const;
bool overlaps(const RectI& other) const
{
return x < other.x + other.w
&& other.x < x + w
&& y < other.y + other.h
&& other.y < y + h;
}
bool overlaps(const RectI& other) const;
bool contains(const Point& pt) const;
bool contains(const Vec2& pt) const;
@ -51,14 +44,14 @@ namespace Blah
char get_sector(const Point& pt) const;
char get_sector(const Vec2& pt) const;
bool operator==(const RectI& rhs) const { return x == rhs.x && y == rhs.y && w == rhs.w && h == rhs.h; }
bool operator!=(const RectI& rhs) const { return !(*this == rhs); }
bool operator==(const RectI& rhs) const;
bool operator!=(const RectI& rhs) const;
RectI operator+(const Point& rhs) const;
RectI operator-(const Point& rhs) const;
RectI operator*(const int& rhs) const;
RectI operator/(const int& rhs) const;
RectI& operator+=(const Point& rhs);
RectI& operator-=(const Point& rhs);
RectI operator*(const int& rhs) const { return RectI(x * rhs, y * rhs, w * rhs, h * rhs); }
};
}

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@ -33,39 +33,108 @@ namespace Blah
bool operator ==(const Vec2& rhs) const;
bool operator !=(const Vec2& rhs) const;
// Returns the absolute value of the Vector
Vec2 abs() const;
// Returns the Normalized Vector
// If the length is 0, the resulting Vector is 0,0
Vec2 normal() const;
// Rotates the Vector 90 degrees right (y, -x)
Vec2 turn_right() const;
// Rotates the Vector 90 degrees left (-y, x)
Vec2 turn_left() const;
// Returns the length of the Vector
float length() const;
// Returns the squared length of the Vector
float length_squared() const;
// Gets the perpendicular Vector (-y, x)
Vec2 perpendicular() const;
// Gets the angle, in radians, of the Vector
float angle() const;
// Calculates the Dot Product between two vectors
static float dot(Vec2 a, Vec2 b);
// Calculates the Dot Product between two vectors
static float dot(float x, float y, Vec2 b);
// Calculates the Dot Product between two vectors
static float dot(float x1, float y1, float x2, float y2);
// Transforms a Vector by the given Matrix
static Vec2 transform(const Vec2& vec, const Mat3x2& matrix);
// Transforms a Vector by the given Matrix
static Vec2 transform(float x, float y, const Mat3x2& matrix);
static Vec2 from_angle(float radians, float length);
static Vec2 from_angle(float radians);
// Transforms a Vector Normal by the given Matrix
static Vec2 transform_normal(const Vec2& vec, const Mat3x2& matrix);
// Transforms a Vector Normal by the given Matrix
static Vec2 transform_normal(float x, float y, const Mat3x2& matrix);
// Calculates a Vector value from the given radians
static Vec2 from_angle(float radians, float length = 1.0f);
// Lerps between two Vectors
static Vec2 lerp(Vec2 start, Vec2 end, float t);
static Vec2 bezier_lerp(Vec2 start, Vec2 b, Vec2 end, float t);
static Vec2 bezier_lerp(Vec2 start, Vec2 b, Vec2 c, Vec2 end, float t);
// Lerps between two Vectors along a Bezier curve
static Vec2 lerp_bezier(Vec2 start, Vec2 b, Vec2 end, float t);
// Lerps between two Vectors along a Bezier curve
static Vec2 lerp_bezier(Vec2 start, Vec2 b, Vec2 c, Vec2 end, float t);
// Reflects a vector along the given Normal
static Vec2 reflect(const Vec2& vector, const Vec2& normal);
// Gets the minimum between two vectors
static Vec2 min(const Vec2& a, const Vec2& b);
// Gets the maximum between two vectors
static Vec2 max(const Vec2& a, const Vec2& b);
// (1, 0)
static const Vec2 unit_x;
// (0, 1)
static const Vec2 unit_y;
// (1, 0)
static const Vec2 right;
// (0, -1)
static const Vec2 up;
// (0, 1)
static const Vec2 down;
// (-1, 0)
static const Vec2 left;
// (0, 0)
static const Vec2 zero;
// (1, 1)
static const Vec2 one;
// (0.707, -0.707)
static const Vec2 up_right;
// (-0.707, -0.707)
static const Vec2 up_left;
// (0.707, 0.707)
static const Vec2 down_right;
// (-0.707, 0.707)
static const Vec2 down_left;
};